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ssuamier

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    ssuamier
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    Germany
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    Skyrim Special Edition
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    Skyrim

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  1. Same here. However for me it occurs on loading a game. i have many mods installed, so it may be difficult to find out which one tries to access that form. Can be a broken save as well on my side (it's only used for testing newly installed mods). It could be "Spell research" mod trying to check all esm / esps for spells that can be used for importing. If you do an import it says it imported a certain number of forms.
  2. In response to post #75131633. This. I don't understand why a lot of web pages nowadays look like designs that were modern in the 1980's (which had fixed fonts, fixed width). I feel I have to turn my screen by 90° to use the page. Is this the way it was intended ? Please make the page again modern with adaption to the size of the web browser. Currently it is a) part of a background picture b) larger or smaller grey part depending on zoom level c) Text area d) larger or smaller grey part depending on zoom level e) part of a background picture f) Minor: Even on high zoom level no vertical bar h) elements on the page disappearing on higher zoom level
  3. In response to post #43624535. #43624605, #43626260 are all replies on the same post. Still that should not happen. Any crash can be prevented.
  4. In response to post #43613040. Yes, many mods are not compatible (those using scripts). There is no SKSE (Or SKSSE or whatever it will called). There is only NMM available (maybe others can work with some tricks but at least I know that people say MO will not work). BSA files need to be repacked (or unpacked and a "loose files" archive created). Meshes, Textures, Music, Skeletons, Translation should work AFAIK.
  5. In response to post #43440950. #43443175, #43445555, #43447145, #43448220, #43448525 are all replies on the same post. Try out TMM (TesModManager), life saver for manually installed skyrim. It's more like the old NMM but much more stable and more powerful IMO. (Nexus 5010). It's not perfect and free of issues but stable.
  6. That's good to know, a wise decision (qmlweb uses electron too as I learned recently). I agree that Python 2 vs. 3 is a mess. Have both a lot private and professional experience (most often use 2 myself). As you are planning to make the new nexus mod organizing tool plugin-capable I'm quite satisfied by what you are doing so far. Thank you for that. I will be happy to test any early-release of the new nexus mod organizing tool if you need some more testers. I have a Skyrim installation with > 200 mods (close to 200 ESM/ESP) running with only minor issues. Have tons of ideas what I could test with it.
  7. In response to post #43379595. I absolutely adore MO and it's Virtual File System, a great invention for a mod manager. For me however I'd prefer to have this as an option (from the beginning of course) as I very often (re)search inside the data folder to get a better understanding about skyrim modding and to know which files are actually changed. In such a case I don't need to know the exact mod name.
  8. In response to post #43342675. #43344250, #43364545, #43367080, #43368835, #43373130, #43380110 are all replies on the same post. Thanks for answering personally, Tannin42. Your plan sounds good to me (I'd let in some a few more developers to the "base team" if I knew them well enough). I use QML professionally and know about > 200 developers who use it too, but have not researched how many people are using it for their mobile (open source) apps (at least I'd suspected a higher number due to the age of Qt Quick / QML). I have no bad experiences at all with Python (after all the modules get precompiled), but I can understand people not liking the language (and there is even a native variant named CPython). It would be nice however if you could offer a plugin for python scripts at least. Javascript on the other hand requires a really good and fast engine. A lot of shopping and other large sites are at times extremely slowing down my not-so-slow computers (part of the problem is myself however) due to excessive javascript ad code (nexus alone has 19 trackers on this page). I hope the mod manager will have a much more simple architecture to avoid such problems. I'd wish I had the time to contribute regulary to your project, that would be a lot of fun, but I already have another large private project. Good luck on the future of your <insert favourite name here> mod manager!
  9. In response to post #43342675. Actually I disagree, go for C++ / C# / Java / Python / QML / HTML5 or whatever you feel is right. Most important is the framework not the language (I prefer Qt, GTK is great too, Java to me looks always a bit lagging behind except for Apps, but no MFC stuff please :) )
  10. In response to post #42724215. From your user area you can find a section where you can see all your downloaded mods. If it is there try to go to the support part of nexus forums for help. I had similar problems (for me the files were not on my download list, maybe I was not logged in when I downloaded it). just try redownloading it or another small files from that mod and wait 15min in that case.
  11. In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975, #43266150, #43268550, #43270650, #43271300, #43272015, #43274835, #43277400, #43278605, #43280025, #43280880, #43282555, #43282860, #43285205, #43285500, #43287370, #43287415, #43287810, #43288780, #43290720, #43298850, #43302560, #43303655, #43304280, #43310115, #43317010, #43317290, #43321865, #43326160, #43327095, #43328050 are all replies on the same post. Mixing in my favourite TMM (TesModManager) I have some ideas: TO(M)M - Tes Optimized (Mod) Manager TMO - Tes Mod Organizer TNMO - Tes Nexus Mod Organizer (I think this site was originally called like this ?) TU(M)M - Tes Ultimate (Mod) Manager THU'UM - Tes Hottest Ultimative Update Manager (better ideas ?) MONTE - Mod Organizer's NexT Episode
  12. In response to post #43242385. #43243395, #43327270, #43330490 are all replies on the same post. monpetitbeurre is still working actively on his TMM (TesModManager). http://www.nexusmods.com/skyrim/mods/5010/? You should use this insteadn of the (probably old ?) OBMMex. It supports at least Oblivion and Skyrim (32bit). It fully supports fomod, however I don't know if it works with wry bash wizard files (I don't remember seeing it mentioned anywhere). Edit: TMM advertises itself against Wry Bash as being more simple and OTOH doing more for you (like if you "info" a mod you get exact information what is installed and what was in the package). You can still use it with TMM. I haven't done anything with wry bash in ages, so I don't know if you can use this as Mod Manager by itself or more as an additional tool for managing mods.
  13. I'm also looking forward to this new manager. When starting modding I tried out NMM but had so many issues that I decided to go for manual installation. At some point I lost overview and problem grew too much so I started from scratch. I looked into MO at that time (I think 2014) but I did not like the base concept. I just wanted to have something so I can control my manual installation. And the best for that is the successor to OMM, namely TMM - TesModManager. Located at http://www.nexusmods.com/skyrim/mods/5010/? . It's simple to use, has everything I need and of course some issues I learned to live with. One is that often I need to repack archives because it does have issues with ESP/ESM inside a "data" folder in the archive. It is much faster than recreating it using an interally used OMOD (Oblivion) or the newer OMOD2 format. Luckily most big mods have fomod which work nowadays flawless for me so I don't need to repack them. I'm very disappointed that this gem of mod manager was not mentioned in your article.
  14. Hi, I searched the forum as I'm searching for helmets / hoods with my hair color. Maybe these threads can help you. http://forums.nexusmods.com/index.php?/topic/842240-need-help-with-texture-problem/ So here is not a scripting part but still helmets are mentioned. Second I've seen hairs that include a hat. That might be simply a hair + hat combination with no additional effects whatsoever. Also here was a thread with helmet and beards. Though a clipping problem it might help you understand scripting better for your problem: http://forums.nexusmods.com/index.php?/topic/930276-help-needed-in-scripring-breakthrough-mod/ Actually I've seen a screen on the meanwhile published mod itself: http://skyrim.nexusmods.com/mods/32722 I haven't checked so far if the beard color works as expected though. If for some reason this should not be possible at all due to limitations maybe racemenu or ece could be expanded with either a manual or automatic setting option for hairs of helmets or hoods. Best of luck!
  15. Hi, Since that was discussed a long time ago and so many fixes were released I have the same question as the TO had: Does it work ? I have Skyrim installed via PlayOnLinux with .Net 40 running both perfectly fine (wine 1.5.24). I have no mod issues (at least not wine-related). An issue with FNIS does exists but I have never found out why (might be some path issues or file access problems), so I currently use an extra XP-machine for FNIS - this way the animation work perfectly as well. ScriptDragon is currently used as the only mod for dinput8 (did disable HiAlgoBoost - it did not really work as well). I did only make one change in the wine config: dinput8 is configured as (Native, BuiltIn). After that I got the ScriptDragon in-game messages. Unfortunately probably due to the way keyboard handling works in wine the test scripts do not work (tried horse and weather). Is there a way to get ScriptDragon to fully work ? I mainly want it for ANIMCAM hotkey so maybe there is an alternative for that I haven't found yet or a different way to route the keyboard presses to the dinput8 dll.
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